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Every dwarf is going to have 2 or more [[skills]]. This means that even once you know which skills you want, you're going to need to pair them up before assigning them.  Not all skill combinations are equally functional.
 
Every dwarf is going to have 2 or more [[skills]]. This means that even once you know which skills you want, you're going to need to pair them up before assigning them.  Not all skill combinations are equally functional.
  
Some skills are highly time-consuming, either because the skill is in frequent demand (e.g. [[mining]]), because it requires extensive travel (e.g. [[wood cutting]]), or because it takes a long time to do an individual job (e.g. [[strand extractor|strand extraction]]). If a dwarf is spending most of their time using that skill, they aren't making much use of their other skill. Pairing two time-consuming skills together therefore tends to be a bad idea, as one or both jobs are not going to get the attention they need or deserve. Similarly, pairing a skill with time-critical jobs with a time-consuming skill also tends to be a bad idea.  If your [[grower]] is also mining, he may not stop to plant crops one season. Or he might neglect to harvest your crops in a timely fashion and they could rot on the ground (if you only let your growers harvest). Arranging your skill combinations to avoid these situations is generally beneficial. For example, Masons, miners, growers, and any craft that your fortress will base their economy off of (glass, stonecrafts, armour, etc.) will take a lot of time, so plan accordingly.
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Some skills are highly time-consuming, either because the skill is in frequent demand (e.g. [[mining]]), because it requires extensive travel (e.g. [[wood cutting]]), or because it takes a long time to do an individual job (e.g. [[strand extraction]]). If a dwarf is spending most of their time using that skill, they aren't making much use of their other skill. Pairing two time-consuming skills together therefore tends to be a bad idea, as one or both jobs are not going to get the attention they need or deserve. Similarly, pairing a skill with time-critical jobs with a time-consuming skill also tends to be a bad idea.  If your [[grower]] is also mining, he may not stop to plant crops one season. Or he might neglect to harvest your crops in a timely fashion and they could rot on the ground (if you only let your growers harvest). Arranging your skill combinations to avoid these situations is generally beneficial. For example, Masons, miners, growers, and any craft that your fortress will base their economy off of (glass, stonecrafts, armour, etc.) will take a lot of time, so plan accordingly.
  
 
Instead, pairing relatively time-intensive tasks with less time-intensive tasks will let your dwarf accomplish all such tasks adequately. Once you get a metal industry rolling, an armorer/weaponsmith will need to make a lot fewer weapons to outfit your soldiers than he will armor components. Thus he can usefully do both jobs without hurting your productivity too much. Similarly, a mason might also be your architect, since building designer is a very infrequently used skill.
 
Instead, pairing relatively time-intensive tasks with less time-intensive tasks will let your dwarf accomplish all such tasks adequately. Once you get a metal industry rolling, an armorer/weaponsmith will need to make a lot fewer weapons to outfit your soldiers than he will armor components. Thus he can usefully do both jobs without hurting your productivity too much. Similarly, a mason might also be your architect, since building designer is a very infrequently used skill.

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